Contents:
|
INTRODUCTION
|
Preface
|
BASIC RULES OF
PLAY
|
Article
1:
|
The nature and objectives of
the game of
chess
|
Article
2:
|
The initial position of the
pieces on the
chessboard
|
Article
3:
|
The moves of the
pieces
|
Article
4:
|
The act of moving the
pieces
|
Article
5:
|
The completion of the
game
|
COMPETITION
RULES
|
Article
6:
|
The
chessclock
|
Article
7:
|
Irregularities
|
Article
8:
|
The recording of the
moves
|
Article
9:
|
The drawn
game
|
Article
10:
|
Points
|
Article
11:
|
The conduct of the
players
|
Article
12:
|
The role of the arbiter (see
Preface)
|
Appendices:
|
A.
|
Rapid
chess
|
B.
|
Blitz
|
C.
|
Algebraic notation
|
D.
|
Rules for play with blind and
visually disabled
players
|
Guidelines:
|
I.
|
Adjourned games
|
II.
|
Chess960
rules
|
III.
|
Games without increment
including Quickplay
Finishes
|
Glossary of terms in the Laws
of Chess
|
|
|
INTRODUCTION
|
FIDE Laws of Chess cover
over-the-board play. The Laws of Chess have two parts: 1. Basic Rules of
Play and 2. Competition Rules.
The English text is the authentic version of the Laws of Chess (which were adopted
at the 88th FIDE Congress at Goynuk, Antalya, Turkey) coming into force on
1 January 2018.
In these Laws the words ‘he’, ‘him’,
and ‘his’ shall be considered toinclude ‘she’ and ‘her’.
|
|
PREFACE
|
The Laws of Chess cannot cover all
possible situations that may arise during a game, nor can they regulate all
administrative questions. Where cases are not precisely regulated by an
Article of the Laws, it should be possible to reach a correct decision by
studying analogous situations which are regulated in the Laws. The Laws
assume that arbiters have the necessary competence, sound judgement and
absolute objectivity. Too detailed a rule might deprive the arbiter of his
freedom of judgement and thus prevent him from finding a solution to a
problem dictated by fairness, logic and special factors. FIDE appeals to
all chess players and federations to accept this view. A necessary
condition for a game to be rated by FIDE is that it shall be played
according to the FIDE Laws of Chess. It is recommended that competitive
games not rated by FIDE be played according to the FIDE Laws of Chess.
Member federations may ask FIDE to
give a ruling on matters relating to the Laws of Chess.
|
|
BASIC RULES OF PLAY
|
|
Article 1: The nature and
objectives of the game of chess
|
1.1
|
The game of chess is played between
two opponents who move their pieces on a square board called a
‘chessboard’.
|
1.2
|
The
player with the light-coloured pieces (White) makes the first move, then
the players move alternately, with the player with the dark-coloured pieces
(Black) making the next move.
|
1.3
|
A
player is said to ‘have the move’ when his opponent’s move has been ‘made’.
|
1.4
|
The objective of each player is to
place the opponent’s king ‘under attack’ in such a way that the opponent
has no legal move.
|
1.4.1
|
The
player who achieves this goal is said to have ‘checkmated’ the opponent’s
king and to have won the game. Leaving one’s own king under attack,
exposing one’s own king to attack and also ’capturing’ the opponent’s king
is not allowed .
|
1.4.2
|
The opponent whose king has been
checkmated has lost the game.
|
1.5
|
If the position is such that neither
player can possibly checkmate the opponent’s king, the game is drawn (see
Article 5.2.2).
|
|
Article 2: The initial position
of the pieces on the chessboard
|
2.1
|
The chessboard is composed of an 8 x 8
grid of 64 equal squares alternately light (the ‘white’ squares) and dark
(the ‘black’ squares).
The chessboard is placed between the
players in such a way that the near corner square to the right of the
player is white.
|
2.2
|
At the beginning of the game White has
16 light-coloured pieces (the ‘white’ pieces); Black has 16 dark-coloured
pieces (the ‘black’ pieces).
These
pieces are as follows:
|
|
|
|
A
white king
|
usually
indicated by the symbol
|

|
K
|
A
white queen
|
usually
indicated by the symbol
|

|
Q
|
Two
white rooks
|
usually
indicated by the symbol
|

|
R
|
Two
white bishops
|
usually
indicated by the symbol
|

|
B
|
Two
white knights
|
usually
indicated by the symbol
|

|
N
|
Eight
white pawns
|
usually
indicated by the symbol
|

|
|
A
black king
|
usually
indicated by the symbol
|

|
K
|
A
black queen
|
usually
indicated by the symbol
|

|
Q
|
Two
black rooks
|
usually
indicated by the symbol
|

|
R
|
Two
black bishops
|
usually
indicated by the symbol
|

|
B
|
Two
black knights
|
usually
indicated by the symbol
|

|
N
|
Eight
black pawns
|
usually
indicated by the symbol
|

|
|
Staunton Pieces

p
Q K B N R
|
2.3
|
The initial position of the pieces on
the chessboard is as follows:

|
2.4
|
The eight vertical columns of squares
are called ‘files’. The eight horizontal rows of squares are called
‘ranks’. A straight line of squares of the same colour, running from one
edge of the board to an adjacent edge, is called a ‘diagonal’.
|
|
Article 3: The moves of the
pieces
|
3.1
|
It is not permitted to move a piece to
a square occupied by a piece of the same colour.
|
3.1.1
|
If
a piece moves to a square occupied by an opponent’s piece the latter is
captured and removed from the chessboard as part of the same move.
|
3.1.2
|
A piece is said to attack an
opponent’s piece if the piece could make a capture on that square according
to Articles 3.2 to 3.8.
|
3.1.3
|
A
piece is considered to attack a square even if this piece is constrained
from moving to that square because it would then leave or place the king of
its own colour under attack.
|
3.2
|
The bishop may move to any square
along a diagonal on which it stands.

|
3.3
|
The rook may move to any square along
the file or the rank on which it stands.

|
3.4
|
The queen may move to any square along
the file, the rank or a diagonal on which it stands.

|
3.5
|
When making these moves, the bishop,
rook or queen may not move over any intervening pieces.
|
3.6
|
The knight may move to one of the
squares nearest to that on which it stands but not on the same rank, file
or diagonal.

|
3.7.1
|
The
pawn may move forward to the square immediately in front of it on the same
file, provided that this square is unoccupied, or
|
3.7.2
|
on
its first move the pawn may move as in 3.7.1 or alternatively it may
advance two squares along the same file, provided that both squares are
unoccupied, or
|
3.7.3
|
the
pawn may move to a square occupied by an opponent’s piece diagonally in
front of it on an adjacent file, capturing that piece.

|
3.7.4.1
|
A
pawn occupying a square on the same rank as and on an adjacent file to an
opponent’s pawn which has just advanced two squares in one move from its
original square may capture this opponent’s pawn as though the latter had
been moved only one square.
|
3.7.4.2
|
This
capture is only legal on the move following this advance and is called an
‘en passant’ capture.

|
3.7.5.1
|
When
a player, having the move, plays a pawn to the rank furthest from its
starting position, he must exchange that pawn as part of the same move for
a new queen, rook, bishop or knight of the same colour on the intended
square of arrival. This is called the square of ‘promotion’.
|
3.7.5.2
|
The
player's choice is not restricted to pieces that have been captured
previously.
|
3.7.5.3
|
This
exchange of a pawn for another piece is called promotion, and the effect of
the new piece is immediate.
|
3.8
|
There
are two different ways of moving the king:
|
3.8.1
|
by
moving to an adjoining square

|
3.8.2
|
by ‘castling’. This is a move of the
king and either rook of the same colour along the player’s first rank,
counting as a single move of the king and executed as follows: the king is
transferred from its original square two squares towards the rook on its
original square, then that rook is transferred to the square the king has
just crossed.

|

|
Before white kingside
castling
Before black queenside castling
|
After white kingside castling
After black queenside castling
|
|
|

|

|
Before white queenside castling
Before black kingside castling
|
After white queenside
castling
After black kingside castling
|
|
3.8.2.1
|
The
right to castle has been lost:
|
3.8.2.1.1
|
if
the king has already moved, or
|
3.8.2.1.2
|
with
a rook that has already moved.
|
3.8.2.2
|
Castling
is prevented temporarily:
|
3.8.2.2.1
|
if
the square on which the king stands, or the square which it must cross, or
the square which it is to occupy, is attacked by one or more of the
opponent's pieces, or
|
3.8.2.2.2
|
if
there is any piece between the king and the rook with which castling is to
be effected.
|
3.9.1
|
The king is said to be 'in check' if
it is attacked by one or more of the opponent's pieces, even if such pieces
are constrained from moving to the square occupied by the king because they
would then leave or place their own king in check.
|
3.9.2
|
No piece can be moved that will either
expose the king of the same colour to check or leave that king in check.
|
3.10.1
|
A
move is legal when all the relevant requirements of Articles 3.1 – 3.9 have
been fulfilled.
|
3.10.2
|
A
move is illegal when it fails to meet the relevant requirements of Articles
3.1 – 3.9
|
3.10.3
|
A
position is illegal when it cannot have been reached by any series of legal
moves.
|
|
Article 4: The act of moving
the pieces
|
4.1
|
Each move must be played with one hand
only.
|
4.2.1
|
Only the player having the move may
adjust one or more pieces on their squares, provided that he first
expresses his intention (for example by saying “j’adoube” or “I adjust”).
|
4.2.2
|
Any other physical contact with a
piece, except for clearly accidental contact, shall be considered to be
intent.
|
4.3&
|
Except as provided in Article 4.2, if
the player having the move touches on the chessboard,with the intention of
moving or capturing:
|
4.3.1
|
one
or more of his own pieces, he must move the first piece touched that can be
moved
|
4.3.2
|
one
or more of his opponent’s pieces, he must capture the first piece touched
that can be captured
|
4.3.3
|
one
or more pieces of each colour, he must capture the first touched opponent’s
piece with his first touched piece or, if this is illegal, move or capture
the first piece touched that can be moved or captured. If it is unclear
whether the player’s own piece or his opponent’s was touched first, the
player’s own piece shall be considered to have been touched before his
opponent’s.
|
4.4
|
If a player having the move:
|
4.4.1
|
touches
his king and a rook he must castle on that side if it is legal to do so
|
4.4.2
|
deliberately
touches a rook and then his king he is not allowed to castle on that side
on that move and the situation shall be governed by Article 4.3.1
|
4.4.3
|
intending
to castle, touches the king and then a rook, but castling with this rook is
illegal, the player must make another legal move with his king (which may
include castling with the other rook). If the king has no legal move, the
player is free to make any legal move.
|
4.4.4
|
promotes
a pawn, the choice of the piece is finalised when the piece has touched the
square of promotion.
|
4.5
|
If none of the pieces touched in
accordance with Article 4.3 or Article 4.4 can be moved or captured, the
player may make any legal move.
|
4.6
|
The act of promotion may be performed
in various ways:
|
4.6.1
|
the
pawn does not have to be placed on the square of arrival,
|
4.6.2
|
removing
the pawn and putting the new piece on the square of promotion may occur in
any order.
|
4.6.3
|
If
an opponent’s piece stands on the square of promotion, it must be captured.
|
4.7
|
When, as a legal move or part of a
legal move, a piece has been released on a square, it cannot be moved to
another square on this move. The move is considered to have been made in
the case of:
|
4.7.1
|
a
capture, when the captured piece has been removed from the chessboard and
the player, having placed his own piece on its new square, has released
this capturing piece from his hand,
|
4.7.2
|
castling,
when the player's hand has released the rook on the square previously
crossed by the king. When the player has released the king from his hand,
the move is not yet made, but the player no longer has the right to make
any move other than castling on that side, if this is legal. If castling on
this side is illegal, the player must make another legal move with his king
(which may include castling with the other rook). If the king has no legal
move, the player is free to make any legal move.
|
4.7.3
|
promotion,
when the player's hand has released the new piece on the square of
promotion and the pawn has been removed from the board.
|
4.8
|
A player forfeits his right to claim
against his opponent’s violation of Articles 4.1 – 4.7 once the player
touches a piece with the intention of moving or capturing it.
|
4.9
|
If a player is unable to move the
pieces, an assistant, who shall be acceptable to the arbiter, may be
provided by the player to perform this operation.
|
|
Article 5: The completion of
the game
|
5.1.1
|
The game is won by the player who has
checkmated his opponent’s king. This immediately ends the game, provided
that the move producing the checkmate position was in accordance with
Article 3 and Articles 4.2 – 4.7.
|
5.1.2
|
The
game is won by the player whose opponent declares he resigns. This
immediately ends the game.
|
5.2.1
|
The
game is drawn when the player to move has no legal move and his king is not
in check. The game is said to end in ‘stalemate’. This immediately ends the
game, provided that the move producing the stalemate position was in
accordance with Article 3 and Articles 4.2 – 4.7.
|
5.2.2
|
The
game is drawn when a position has arisen in which neither player can
checkmate the opponent’s king with any series of legal moves. The game is
said to end in a ‘dead position’. This immediately ends the game, provided
that the move producing the position was in accordance with Article 3 and
Articles 4.2 – 4.7.
|
5.2.3
|
The
game is drawn upon agreement between the two players during the game ,
provided both players have made at least one move. This immediately ends
the game.
|
|
COMPETITION RULES
|
|
Article 6: The chessclock
|
6.1
|
‘Chessclock’ means a clock with two
time displays, connected to each other in such a way that only one of them
can run at one time.
‘Clock’ in the Laws of Chess means one
of the two time displays.
Each time display has a ‘flag’.
‘Flag-fall’ means the expiration of
the allotted time for a player.
|
6.2.1
|
During the game each player, having
made his move on the chessboard, shall stop his own clock and start his
opponent’s clock (that is to say, he shall press his clock). This
“completes” the move. A move is also completed if:
|
6.2.1.1
|
the move ends the game (see Articles 5.1.1,
5.2.1, 5.2.2, 9.6.1 and 9.6.2), or
|
6.2.1.2
|
the player has made his next move,
when his previous move was not completed.
|
6.2.2
|
A
player must be allowed to stop his clock after making his move, even after
the opponent has made his next move. The time between making the move on
the chessboard and pressing the clock is regarded as part of the time
allotted to the player.
|
6.2.3
|
A
player must press his clock with the same hand with which he made his move.
It is forbidden for a player to keep his finger on the clock or to ‘hover’
over it.
|
6.2.4
|
The
players must handle the chessclock properly. It is forbidden to press it
forcibly, to pick it up, to press the clock before moving or to knock it
over. Improper clock handling shall be penalised in accordance with Article
12.9.
|
6.2.5
|
Only
the player whose clock is running is allowed to adjust the pieces.
|
6.2.6
|
If
a player is unable to use the clock, an assistant, who must be acceptable
to the arbiter, may be provided by the player to perform this operation.
His clock shall be adjusted by the arbiter in an equitable way. This
adjustment of the clock shall not apply to the clock of a player with a
disability.
|
6.3.1
|
When using a chessclock, each player
must complete a minimum number of moves or all moves in an allotted period
of time including any additional amount of time with each move. All these
must be specified in advance.
|
6.3.2
|
The
time saved by a player during one period is added to his time available for
the next period, where applicable.
In the time-delay mode both players receive an allotted ‘main thinking
time’. Each player also receives a ‘fixed extra time’ with every move. The
countdown of the main thinking time only commences after the fixed extra
time has expired. Provided the player presses his clock before the
expiration of the fixed extra time, the main thinking time does not change,
irrespective of the proportion of the fixed extra time used.
|
6.4
|
Immediately after a flag falls, the
requirements of Article 6.3.1 must be checked.
|
6.5
|
Before the start of the game the
arbiter shall decide where the chessclock is placed.
|
6.6
|
At the time determined for the start
of the game White’s clock is started.
|
6.7.1
|
The
regulations of an event shall specify a default time in advance. If the
default time is not specified, then it is zero. Any player who arrives at
the chessboard after the default time shall lose the game unless the
arbiter decides otherwise.
|
6.7.2
|
If the regulations of an event specify
that the default time is not zero and if neither player is present
initially, White shall lose all the time that elapses until he arrives,
unless the regulations of an event specify or the arbiter decides
otherwise.
|
6.8
|
A flag is considered to have fallen
when the arbiter observes the fact or when either player has made a valid
claim to that effect.
|
6.9
|
Except where one of Articles 5.1.1,
5.1.2, 5.2.1, 5.2.2, 5.2.3 applies, if a player does not complete the
prescribed number of moves in the allotted time, the game is lost by
thatplayer. However, the game is drawn if the position is such that the
opponent cannot checkmate the player’s king by any possible series of legal
moves.
|
6.10.1
|
Every indication given by the
chessclock is considered to be conclusive in the absence of any evident
defect. A chessclock with an evident defect shall be replaced by the
arbiter, who shall use his best judgement when determining the times to be
shown on the replacement chessclock.
|
6.10.2
|
If
during a game it is found that the setting of either or both clocks is
incorrect, either player or the arbiter shall stop the chessclock
immediately. The arbiter shall install the correct setting and adjust the
times and move-counter, if necessary. He shall use his best judgement when
determining the clock settings.
|
6.11.1
|
If the game needs to be interrupted,
the arbiter shall stop the chessclock.
|
6.11.2
|
A player may stop the chessclock only
in order to seek the arbiter’s assistance, for example when promotion has
taken place and the piece required is not available.
|
6.11.3
|
The arbiter shall decide when the game
restarts.
|
6.11.4
|
If a player stops the chessclock in
order to seek the arbiter’s assistance, the arbiter shall determine whether
the player had any valid reason for doing so. If the player had no valid
reason for stopping the chessclock, the player shall be penalised in
accordance with Article 12.9.
|
6.12.1
|
Screens, monitors, or demonstration
boards showing the current position on the chessboard, the moves and the
number of moves made/completed, and clocks which also show the number of
moves, are allowed in the playing hall.
|
6.12.2
|
The player may not make a claim
relying only on information shown in this manner.
|
|
Article 7: Irregularities
|
7.1
|
If an irregularity occurs and the
pieces have to be restored to a previous position, the arbiter shall use
his best judgement to determine the times to be shown on the chessclock.
This includes the right not to change the clock times. He shall also, if
necessary, adjust the clock’s move-counter.
|
7.2.1
|
If during a game it is found that the
initial position of the pieces was incorrect, the game shall be cancelled
and a new game shall be played.
|
7.2.2
|
If
during a game it is found that the chessboard has been placed contrary to
Article 2.1, the game shall continue but the position reached must be
transferred to a correctly placed chessboard.
|
7.3
|
If a game has started with colours
reversed then, if less than 10 moves have been made by both players, it
shall be discontinued and a new game played with the correct colours. After
10 moves or more, the game shall continue .
|
7.4.1
|
If a player displaces one or more
pieces, he shall re-establish the correct position in his own time.
|
7.4.2
|
If necessary, either the player or his
opponent shall stop the chessclock and ask for the arbiter’s assistance.
|
7.4.3&
|
The arbiter may penalise the player
who displaced the pieces.
|
7.5.1&
|
An illegal move is completed once the
player has pressed his clock. If during a game it is found that an illegal
move has been completed, the position immediately before the irregularity
shall be reinstated. If the position immediately before the irregularity
cannot be determined, the game shall continue from the last identifiable
position prior to the irregularity. Articles 4.3 and 4.7 apply to the move
replacing the illegal move. The game shall then continue from this
reinstated position.
|
7.5.2
|
If
the player has moved a pawn to the furthest distant rank, pressed the
clock, but not replaced the pawn with a new piece, the move is illegal. The
pawn shall be replaced by a queen of the same colour as the pawn.
|
7.5.3
|
If
the player presses the clock without making a move, it shall be considered
and penalized as if an illegal move.
|
7.5.4
|
If
a player uses two hands to make a single move (for example in case of
castling, capturing or promotion) and pressed the clock, it shall be
considered and penalized as if an illegal move.
|
7.5.5
|
After the action taken under Article
7.5.1, 7.5.2, 7.5.3 or 7.5.4 for the first completed illegal move by a
player, the arbiter shall give two minutes extra time to his opponent; for
the second completed illegal move by the same player the arbiter shall
declare the game lost by this player. However, the game is drawn if the
position is such that the opponent cannot checkmate the player’s king by
any possible series of legal moves.
|
7.6
|
If, during a game it is found that any
piece has been displaced from its correct square, the position before the
irregularity shall be reinstated. If the position immediately before the
irregularity cannot be determined, the game shall continue from the last
identifiable position prior to the irregularity. The game shall then
continue from this reinstated position.
|
|
Article 8: The recording of the
moves
|
8.1.1
|
In the course of play each player is
required to record his own moves and those of his opponent in the correct
manner, move after move, as clearly and legibly as possible, in the
algebraic notation (Appendix C), on the ‘scoresheet’ prescribed for the
competition.
|
8.1.2
|
It
is forbidden to write the moves in advance, unless the player is claiming a
draw according to Article 9.2, or 9.3 or adjourning a game according to
Guidelines I.1.1
|
8.1.3
|
A
player may reply to his opponent’s move before recording it, if he so
wishes. He must record his previous move before making another.
|
8.1.4
|
The
scoresheet shall be used only for recording the moves, the times of the
clocks, offers of a draw, matters relating to a claim and other relevant
data.
|
8.1.5
|
Both
players must record the offer of a draw on the scoresheet with a symbol
(=).
|
8.1.6
|
If
a player is unable to keep score, an assistant, who must be acceptable to
the arbiter, may be provided by the player to write the moves. His clock
shall be adjusted by the arbiter in an equitable way. This adjustment of
the clock shall not apply to a player with a disability.
|
8.2
|
The scoresheet shall be visible to the
arbiter throughout the game.
|
8.3
|
The scoresheets are the property of
the organiser of the competition.
|
8.4
|
If a player has less than five minutes
left on his clock at some stage in a period and does not have additional
time of 30 seconds or more added with each move, then for the remainder of
the period he is not obliged to meet the requirements of Article 8.1.1.
|
8.5.1
|
If neither player keeps score under
Article 8.4, the arbiter or an assistant should try to be present and keep
score. In this case, immediately after a flag has fallen the arbiter shall
stop the chessclock. Then both players shall update their scoresheets,
using the arbiter’s or the opponent’s scoresheet.
|
8.5.2
|
If
only one player has not kept score under Article 8.4, he must, as soon as
either flag has fallen, update his scoresheet completely before moving a
piece on the chessboard. Provided it is that player’s move, he may use his
opponent’s scoresheet, but must return it before making a move.
|
8.5.3
|
If
no complete scoresheet is available, the players must reconstruct the game
on a second chessboard under the control of the arbiter or an assistant. He
shall first record the actual game position, clock times, whose clock was
running and the number of moves made/completed, if this information is
available, before reconstruction takes place.
|
8.6
|
If the scoresheets cannot be brought
up to date showing that a player has overstepped the allotted time, the
next move made shall be considered as the first of the following time
period, unless there is evidence that more moves have been made or
completed.
|
8.7
|
At the conclusion of the game both
players shall sign both scoresheets, indicating the result of the game.
Even if incorrect, this result shall stand, unless the arbiter decides
otherwise.
|
|
Article 9: The drawn game
|
9.1.1
|
The regulations of an event may
specify that players cannot offer or agree to a draw, whether in less than
a specified number of moves or at all, without the consent of the arbiter.
|
9.1.2
|
However,
if the regulations of an event allow a draw agreement the following shall
apply:
|
9.1.2.1
|
A
player wishing to offer a draw shall do so after having made a move on the
chessboard and before pressing his clock. An offer at any other time during
play is still valid but Article 11.5 must be considered. No conditions can
be attached to the offer. In both cases the offer cannot be withdrawn and
remains valid until the opponent accepts it, rejects it orally, rejects it
by touching a piece with the intention of moving or capturing it, or the
game is concluded in some other way.
|
9.1.2.2
|
The
offer of a draw shall be noted by each player on his scoresheet with the
symbol (=).
|
9.1.2.3
|
A
claim of a draw under Article 9.2 or 9.3 shall be considered to be an offer
of a draw.
|
9.2.1
|
The
game is drawn, upon a correct claim by a player having the move, when the
same position for at least the third time (not necessarily by a repetition
of moves):
|
9.2.1.1
|
is
about to appear, if he first writes his move, which cannot be changed, on
his scoresheet and declares to the arbiter his intention to make this move,
or
|
9.2.1.2
|
has
just appeared, and the player claiming the draw has the move.
|
9.2.2
|
Positions are considered the same if
and only if the same player has the move, pieces of the same kind and
colour occupy the same squares and the possible moves of all the pieces of
both players are the same. Thus positions are not the same if:
|
9.2.2.1
|
at
the start of the sequence a pawn could have been captured en passant
|
9.2.2.2
|
a
king had castling rights with a rook that has not been moved, but forfeited
these after moving. The castling rights are lost only after the king or
rook is moved.
|
9.3
|
The game is drawn, upon a correct
claim by a player having the move, if:
|
9.3.1
|
he writes his move, which cannot be
changed, on his scoresheet and declares to the arbiter his intention to
make this move which will result in the last 50 moves by each player having
been made without the movement of any pawn and without any capture, or
|
9.3.2
|
the last 50 moves by each player have
been completed without the movement of any pawn and without any capture.
|
9.4
|
If the player touches a piece as in
Article 4.3, he loses the right to claim a draw under Article 9.2 or 9.3 on
that move.
|
9.5.1
|
If a player claims a draw under
Article 9.2 or 9.3, he or the arbiter shall stop the chessclock (see
Article 6.12.1 or 6.12.2). He is not allowed to withdraw his claim.
|
9.5.2
|
If the claim is found to be correct,
the game is immediately drawn.
|
9.5.3
|
If the claim is found to be incorrect,
the arbiter shall add two minutes to the opponent’s remaining thinking
time. Then the game shall continue. If the claim was based on an intended
move, this move must be made in accordance with Articles 3 and 4.
|
9.6
|
If one or both of the following
occur(s) then the game is drawn:
|
9.6.1
|
the same position has appeared, as in
9.2.2 at least five times.
|
9.6.2
|
any series of at least 75 moves have
been made by each player without the movement of any pawn and without any
capture. If the last move resulted in checkmate, that shall take
precedence.
|
|
Article 10: Points
|
10.1
|
Unless the regulations of an event
specify otherwise, a player who wins his game, or wins by forfeit, scores
one point (1), a player who loses his game, or forfeits, scores no points
(0), and a player who draws his game scores a half point (½).
|
10.2
|
The total score of any game can never
exceed the maximum score normally given for that game. Scores given to an
individual player must be those normally associated with the game, for
example a score of ¾ - ¼ is not allowed.
|
|
Article 11: The conduct of the
players
|
11.1
|
The players shall take no action that
will bring the game of chess into disrepute.
|
11.2.1
|
The ‘playing venue’ is defined as the
‘playing area’, rest rooms, toilets, refreshment area, area set aside for
smoking and other places as designated by the arbiter.
|
11.2.2
|
The playing area is defined as the
place where the games of a competition are played.
|
11.2.3
|
Only with the permission of the
arbiter can:
|
11.2.3.1
|
a player leave the playing venue,
|
11.2.3.2
|
the player having the move be allowed
to leave the playing area.
|
11.2.3.3
|
a person who is neither a player nor
arbiter be allowed access to the playing area.
|
11.2.4
|
The regulations of an event may
specify that the opponent of the player having a move must report to the
arbiter when he wishes to leave the playing area.
|
11.3.1
|
During play the players are forbidden
to use any notes, sources of information or advice, or analyse any game on
another chessboard.
|
11.3.2.1
|
During a game, a player is forbidden
to have any electronic device not specifically approved by the arbiter in
the playing venue.
However, the regulations of an event
may allow such devices to be stored in a player’s bag, provided the device
is completely switched off. This bag must be placed as agreed with the
arbiter. Both players are forbidden to use this bag without permission of
the arbiter.
|
11.3.2.2
|
If it is evident that a player has
such a device on their person in the playing venue, the player shall lose
the game. The opponent shall win. The regulations of an event may specify a
different, less severe, penalty.
|
11.3.3
|
The arbiter may require the player to
allow his clothes, bags, other items or body to be inspected, in private.
The arbiter or person authorised by the arbiter shall inspect the player,
and shall be of the same gender as the player. If a player refuses to
cooperate with these obligations, the arbiter shall take measures in
accordance with Article 12.9.
|
11.3.4
|
Smoking, including e-cigarettes, is
permitted only in the section of the venue designated by the arbiter.
|
11.4
|
Players who have finished their games
shall be considered to be spectators.
|
11.5
|
It is forbidden to distract or annoy
the opponent in any manner whatsoever. This includes unreasonable claims,
unreasonable offers of a draw or the introduction of a source of noise into
the playing area.
|
11.6
|
Infraction of any part of Articles
11.1 – 11.5 shall lead to penalties in accordance with Article 12.9.
|
11.7
|
Persistent refusal by a player to
comply with the Laws of Chess shall be penalised by loss of the game. The
arbiter shall decide the score of the opponent.
|
11.8
|
If both players are found guilty
according to Article 11.7, the game shall be declared lost by both players.
|
11.9
|
A player shall have the right to
request from the arbiter an explanation of particular points in the Laws of
Chess.
|
11.10
|
Unless the regulations of an event
specify otherwise, a player may appeal against any decision of the arbiter,
even if the player has signed the scoresheet (see Article 8.7).
|
11.11
|
Both players must assist the arbiter
in any situation requiring reconstruction of the game, including draw
claims.
|
11.12
|
Checking three times occurrence of the
position or 50 moves claim is a duty of a the players, under supervision of
the arbiter.
|
|
Article 12: The role of the
Arbiter (see Preface)
|
12.1
|
The arbiter shall see that the Laws of
Chess are observed.
|
12.2
|
The arbiter shall:
|
12.2.1
|
ensure fair play,
|
12.2.2
|
act in the best interest of the
competition,
|
12.2.3
|
ensure that a good playing environment
is maintained,
|
12.2.4
|
ensure that the players are not
disturbed,
|
12.2.5
|
supervise the progress of the
competition,
|
12.2.6
|
take special measures in the interests
of disabled players and those who need medical attention,
|
12.2.7
|
follow the Anti-Cheating Rules or
Guidelines
|
12.3
|
The arbiter shall observe the games,
especially when the players are short of time, enforce decisions he has
made, and impose penalties on players where appropriate.
|
12.4
|
The arbiter may appoint assistants to
observe games, for example when several players are short of time.
|
12.5
|
The arbiter may award either or both
players additional time in the event of external disturbance of the game.
|
12.6
|
The arbiter must not intervene in a
game except in cases described by the Laws of Chess. He shall not indicate
the number of moves completed, except in applying Article 8.5 when at least
one flag has fallen. The arbiter shall refrain from informing a player that
his opponent has completed a move or that the player has not pressed his
clock.
|
12.7
|
If someone observes an irregularity,
he may inform only the arbiter. Players in other games must not to speak
about or otherwise interfere in a game. Spectators are not allowed to
interfere in a game. The arbiter may expel offenders from the playing
venue.
|
12.8
|
Unless authorised by the arbiter, it
is forbidden for anybody to use a mobile phone or any kind of communication
device in the playing venue or any contiguous area designated by the
arbiter.
|
12.9
|
Options available to the arbiter
concerning penalties:
|
12.9.1
|
warning,
|
12.9.2
|
increasing the remaining time of the
opponent,
|
12.9.3
|
reducing the remaining time of the
offending player,
|
12.9.4
|
increasing the points scored in the
game by the opponent to the maximum available for that game,
|
12.9.5
|
reducing the points scored in the game
by the offending person,
|
12.9.6
|
declaring the game to be lost by the
offending player (the arbiter shall also decide the opponent’s score),
|
12.9.7
|
a fine announced in advance,
|
12.9.8
|
exclusion from one or more rounds,
|
12.9.9
|
expulsion from the competition.
|
|
APPENDICES
|
|
Appendix A. Rapid chess
|
A.1
|
A ‘Rapid chess’ game is one where
either all the moves must be completed in a fixed time of more than 10
minutes but less than 60 minutes for each player; or the time allotted plus
60 times any increment is of more than 10 minutes but less than 60 minutes
for each player.
|
A.2
|
Players do not need to record the
moves, but do not lose their rights to claims normally based on a
scoresheet. The player can, at any time, ask the arbiter to provide him
with a scoresheet, in order to write the moves.
|
A.3.1
|
The Competition Rules shall apply if:
|
A.3.1.1
|
one arbiter supervises at most three
games and
|
A.3.1.2
|
each game is recorded by the arbiter
or his assistant and, if possible, by electronic means.
|
A.3.2
|
The player may at any time, when it is
his move, ask the arbiter or his assistant to show him the scoresheet. This
may be requested a maximum of five times in a game. More requests shall be
considered as a distraction of the opponent.
|
A.4
|
Otherwise the following apply:
|
A.4.1
|
From the initial position, once 10
moves have been completed by each player,
|
A.4.1.1
|
no change can be made to the clock
setting, unless the schedule of the event
would be adversely affected
|
A.4.1.2
|
no claim can be made regarding
incorrect set-up or orientation of the chessboard.
In case of incorrect king placement, castling is not allowed. In case of
incorrect
rook placement, castling with this rook is not allowed.
|
A.4.2
|
If the arbiter observes an action
taken under Article 7.5.1, 7.5.2, 7.5.3 or 7.5.4, he shall act according to
Article 7.5.5, provided the opponent has not made his next move. If the
arbiter does not intervene, the opponent is entitled to claim, provided the
opponent has not made his next move. If the opponent does not claim and the
arbiter does not intervene, the illegal move shall stand and the game shall
continue. Once the opponent has made his next move, an illegal move cannot
be corrected unless this is agreed by the players without intervention of
the arbiter.
|
A.4.3
|
To claim a win on time, the claimant
may stop the chessclock and notify the arbiter. However, the game is drawn
if the position is such that the claimant cannot checkmate the player’s
king by any possible series of legal moves.
|
A.4.4
|
If the arbiter observes both kings are
in check, or a pawn on the rank furthest from its starting position, he
shall wait until the next move is completed. Then, if an illegal position
is still on the board, he shall declare the game drawn.
|
A.4.5
|
The arbiter shall also call a flag
fall, if he observes it.
|
A.5
|
The regulations of an event shall
specify whether Article A.3 or Article A.4 shall apply for the entire event.
|
|
Appendix B. Blitz
|
B.1
|
A ‘blitz’ game is one where all the
moves must be completed in a fixed time of 10 minutes or less for each
player; or the allotted time plus 60 times any increment is 10 minutes or
less.
|
B.2
|
The penalties mentioned in Articles 7
and 9 of the Competition Rules shall be one minute instead of two minutes.
|
B.3.1
|
The Competition Rules shall apply if:
|
B.3.1.1
|
one arbiter supervises one game and
|
B.3.1.2
|
each game is recorded by the arbiter
or his assistant and, if possible, by electronic means.
|
B.3.2
|
The player may at any time, when it is
his move, ask the arbiter or his assistant to show him the scoresheet. This
may be requested a maximum of five times in a game. More requests shall be
considered as a distraction of the opponent.
|
B.4
|
Otherwise, play shall be governed by
the Rapid chess Laws as in Article A.2 and A.4.
|
B.5
|
The regulations of an event shall
specify whether Article B.3 or Article B.4 shall apply for the entire
event.
|
|
Appendix C. Algebraic notation
|
FIDE recognises for its own
tournaments and matches only one system of notation, the Algebraic System,
and recommends the use of this uniform chess notation also for chess
literature and periodicals. Scoresheets using a notation system other than
algebraic may not be used as evidence in cases where normally the
scoresheet of a player is used for that purpose. An arbiter who observes
that a player is using a notation system other than the algebraic should
warn the player of this requirement.
|
Description of the Algebraic
System
|
C.1
|
In this description, ‘piece’ means a
piece other than a pawn.
|
C.2
|
Each piece is indicated by an abbreviation.
In the English language it is the first letter, a capital letter, of its
name. Example: K=king, Q=queen, R=rook, B=bishop, N=knight. (N is used for
a knight, in order to avoid ambiguity.)
|
C.3
|
For the abbreviation of the name of
the pieces, each player is free to use the name which is commonly used in
his country. Examples: F = fou (French for bishop), L = loper (Dutch for
bishop). In printed periodicals, the use of figurines is recommended.
|
C.4
|
Pawns are not indicated by their first
letter, but are recognised by the absence of such a letter. Examples: the
moves are written e5, d4, a5, not pe5, Pd4, pa5.
|
C.5
|
The eight files (from left to right
for White and from right to left for Black) are indicated by the small
letters, a, b, c, d, e, f, g and h, respectively.
|
C.6
|
The eight ranks (from bottom to top
for White and from top to bottom for Black) are numbered 1, 2, 3, 4, 5, 6,
7, 8, respectively. Consequently, in the initial position the white pieces
and pawns are placed on the first and second ranks; the black pieces and
pawns on the eighth and seventh ranks.
|
C.7
|
As a consequence of the previous
rules, each of the sixty-four squares is invariably indicated by a unique
combination of a letter and a number.

|
C.8
|
Each move of a piece is indicated by
the abbreviation of the name of the piece in question and the square of
arrival. There is no need for a hyphen between name and square. Examples:
Be5, Nf3, Rd1. In the case of pawns, only the square of arrival is
indicated. Examples: e5, d4, a5.
A longer form containing the square of departure is acceptable. Examples:
Bb2e5, Ng1f3, Ra1d1, e7e5, d2d4, a6a5.
|
C.9
|
When a piece makes a capture, an x may
be inserted between:
|
C.9.1
|
the abbreviation of the name of the
piece in question and
|
C.9.2
|
the square of arrival. Examples: Bxe5,
Nxf3, Rxd1, see also C.10.
|
C.9.3
|
When a pawn makes a capture, the file
of departure must be indicated, then an x may be inserted, then the square
of arrival. Examples: dxe5, gxf3, axb5. In the case of an ‘en passant’
capture, ‘e.p.’ may be appended to the notation. Example: exd6 e.p.
|
C.10
|
If two identical pieces can move to
the same square, the piece that is moved is indicated as follows:
|
C.10.1
|
If both pieces are on the same rank
by:
|
C.10.1.1
|
the abbreviation of the name of the
piece,
|
C.10.1.2
|
the file of departure, and
|
C.10.1.3
|
the square of arrival.
|
C.10.2
|
If both pieces are on the same file
by:
|
C.10.2.1
|
the abbreviation of the name of
the piece,
|
C.10.2.2
|
the rank of the square of departure,
and
|
C.10.2.3
|
the square of arrival.
|
C.10.3
|
If the pieces are on different ranks
and files, method 1 is preferred. Examples:
|
C.10.3.1
|
There are two knights, on the squares
g1 and e1, and one of them moves to the square f3: either Ngf3 or Nef3, as
the case may be.
|
C.10.3.2
|
There are two knights, on the squares
g5 and g1, and one of them moves to the square f3: either N5f3 or N1f3, as
the case may be.
|
C.10.3.3
|
There are two knights, on the squares
h2 and d4, and one of them moves to the square f3: either Nhf3 or Ndf3, as
the case may be.
|
C.10.3.4
|
If a capture takes place on the square
f3, the notation of the previous examples is still applicable, but an x may
be inserted: 1) either Ngxf3 or Nexf3, 2) either N5xf3 or N1xf3, 3) either
Nhxf3 or Ndxf3, as the case may be.
|
C.11
|
In the case of the promotion of a
pawn, the actual pawn move is indicated, followed immediately by the
abbreviation of the new piece. Examples: d8Q, exf8N, b1B, g1R.
|
C.12
|
The offer of a draw shall be marked as
(=).
|
C.13
|
Abbreviations
0-0 = castling with rook h1 or rook h8
(kingside castling)
0-0-0 = castling with rook a1 or rook a8 (queenside castling)
x = captures
+ = check
++ or # = checkmate
e.p. = captures ‘en passant’ The last four are optional.
Sample game: 1.e4 e5 2. Nf3 Nf6 3. d4
exd4 4. e5 Ne4 5. Qxd4 d5 6. exd6 e.p. Nxd6 7. Bg5 Nc6 8. Qe3+ Be7 9. Nbd2
0-0 10. 0-0-0 Re8 11. Kb1 (=)
Or: 1. e4 e5 2. Nf3 Nf6 3. d4 ed4 4. e5 Ne4 5. Qd4 d5 6. ed6 Nd6 7. Bg5 Nc6
8. Qe3 Be7 9 Nbd2 0-0 10. 0-0-0 Re8 11. Kb1 (=)
Or: 1. e2e4 e7e5 2.Ng1f3 Ng8f6 3. d2d4 e5xd4 4. e4e5 Nf6e4 5. Qd1xd4 d7d5
6. e5xd6 e.p. Ne4xd6 7. Bc1g5 Nb8c6 8. Qd4d3 Bf8e7 9. Nb1d2 0-0 10. 0-0-0
Rf8e8 11. Kb1 (=)
|
|
Appendix D. Rules for play with
blind and visually disabled players
|
D.1
|
The organiser, after consulting the
arbiter, shall have the power to adapt the following rules according to
local circumstances. In competitive chess between sighted and visually
disabled (legally blind) players either player may demand the use of two
boards, the sighted player using a normal board, the visually disabled
player using one specially constructed. Thisboard must meet the following
requirements:
|
D.1.1
|
measure at least 20 cm by 20 cm,
|
D.1.2
|
have the black squares slightly
raised,
|
D.1.3
|
have a securing aperture in each
square,
|
D.1.4
|
The requirements for the pieces are:
|
D.1.4.1
|
all are provided with a peg that fits
into the securing aperture of the board,
|
D.1.4.2
|
all are of Staunton design, the black
pieces being specially marked.
|
D.2
|
The following regulations shall govern
play:
|
D.2.1
|
The moves shall be announced clearly,
repeated by the opponent and executed on his chessboard. When promoting a
pawn, the player must announce which piece is chosen. To make the
announcement as clear as possible, the use of the following names is
suggested instead of the corresponding letters:
A - Anna
B - Bella
C - Cesar
D - David
E - Eva
F - Felix
G - Gustav
H - Hector
Unless the arbiter decides otherwise,
ranks from White to Black shall be given the German numbers
1 - eins
2 - zwei
3 - drei
4 - vier
5 - fuenf
6 - sechs
7 - sieben
8 - acht
Castling is announced “Lange Rochade”
(German for long castling) and “Kurze Rochade” (German for short castling).
The pieces bear the names: Koenig,
Dame, Turm, Laeufer, Springer, Bauer.
|
D.2.2
|
On the visually disabled player's
board a piece shall be considered ‘touched’ when it has been taken out of
the securing aperture.
|
D.2.3
|
A move shall be considered ‘made’
when:
|
D.2.3.1
|
in the case of a capture, the captured
piece has been removed from the board of the player whose turn it is to
move,
|
D.2.3.2
|
a piece has been placed into a
different securing aperture,
|
D.2.3.3
|
the move has been announced.
|
D.2.4
|
Only then shall the opponent's clock
be started.
|
D.2.5
|
As far as points D.2.2 and D.2.3 are
concerned, the normal rules are valid for the sighted player.
|
D.2.6.1
|
A specially constructed chessclock for
the visually disabled shall be admissible. It should be able to announce
the time and number of moves to the visually disabled player.
|
D.6.2.2
|
Alternatively an analogue clock with
the following features may be considered:
|
D.2.6.2.1
|
a dial fitted with reinforced hands,
with every five minutes marked by one raised dot, and every 15 minutes by
two raised dots, and
|
D.2.6.2.2
|
a flag which can be easily felt; care
should be taken that the flag is so arranged as to allow the player to feel
the minute hand during the last five minutes of the full hour.
|
D.2.7
|
The visually disabled player must keep
score of the game in Braille or longhand, or record the moves on a
recording device.
|
D.2.8
|
A slip of the tongue in the announcement
of a move must be corrected immediately and before the clock of the
opponent is started.
|
D.2.9
|
If during a game different positions
should arise on the two boards, they must be corrected with the assistance
of the arbiter and by consulting both players' game scores. If the two game
scores correspond with each other, the player who has written the correct
move but made the wrong one must adjust his position to correspond with the
move on the game scores. When the game scores are found to differ, the moves
shall be retraced to the point where the two scores agree, and the arbiter
shall readjust the clocks accordingly.
|
D.2.10
|
The visually disabled player shall
have the right to make use of an assistant who shall have any or all of the
following duties:
|
D.2.10.1
|
making either player's move on the
board of the opponent,
|
D.2.10.2
|
announcing the moves of both players,
|
D.2.10.3
|
keeping the game score of the visually
disabled player and starting his opponent's clock
|
D.2.10.4
|
informing the visually disabled player,
only at his request, of the number of moves completed and the time used up
by both players,
|
D.2.10.5
|
claiming the game in cases where the
time limit has been exceeded and informing the arbiter when the sighted
player has touched one of his pieces,
|
D.2.10.6
|
carrying out the necessary formalities
in cases where the game is adjourned.
|
D.2.11
|
If the visually disabled player does
not make use of an assistant, the sighted player may make use of one who
shall carry out the duties mentioned in points D.2.10.1 and D.2.10.2. An
assistant must be used in the case of a visually disabled player paired
with a hearing impaired player.
|
|
Guidelines I. Adjourned games
|
I.1.1
|
If a game is not finished at the end
of the time prescribed for play, the arbiter shall require the player
having the move to ‘seal’ that move. The player must write his move in
unambiguous notation on his scoresheet, put his scoresheet and that of his
opponent in an envelope, seal the envelope and only then stop the chessclock.
Until he has stopped the chessclock the player retains the right to change
his sealed move. If, after being told by the arbiter to seal his move, the
player makes a move on the chessboard he must write that same move on his
scoresheet as his sealed move.
|
I.1.2
|
A player having the move who adjourns
the game before the end of the playing session shall be considered to have
sealed at the nominal time for the end of the session, and his remaining
time shall so be recorded.
|
I.2.
|
The following shall be indicated upon
the envelope:
|
I.2.1
|
the names of the players,
|
I.2.2
|
the position immediately before the
sealed move,
|
I.2.3
|
the time used by each player,
|
I.2.4
|
the name of the player who has sealed
the move,
|
I.2.5
|
the number of the sealed move,
|
I.2.6
|
the offer of a draw, if the proposal
is current,
|
I.2.7
|
the date, time and venue of resumption
of play.
|
I.3
|
The arbiter shall check the accuracy
of the information on the envelope and is responsible for its safekeeping.
|
I.4
|
If a player proposes a draw after his
opponent has sealed his move, the offer is valid until the opponent has
accepted it or rejected it as in Article 9.1.
|
I.5
|
Before the game is to be resumed, the
position immediately before the sealed move shall be set up on the
chessboard, and the times used by each player when the game was adjourned
shall be indicated on the clocks.
|
I.6
|
If prior to the resumption the game is
agreed drawn, or if one of the players notifies the arbiter that he
resigns, the game is concluded.
|
I.7
|
The envelope shall be opened only when
the player who must reply to the sealed move is present.
|
I.8
|
Except in the cases mentioned in
Articles 5, 6.9, 9.6 and 9.7, the game is lost by a player whose recording
of his sealed move:
|
I.8.1
|
is ambiguous, or
|
I.8.2
|
is recorded in such a way that its
true significance is impossible to establish, or
|
I.8.3
|
is illegal.
|
I.9
|
If, at the agreed resumption time:
|
I.9.1
|
the player having to reply to the
sealed move is present, the envelope is opened, the sealed move is made on
the chessboard and his clock is started,
|
I.9.2
|
the player having to reply to the
sealed move is not present, his clock shall be started; on his arrival, he
may stop his clock and summon the arbiter; the envelope is then opened and
the sealed move is made on the chessboard; his clock is then restarted,
|
I.9.3
|
the player who sealed the move is not
present, his opponent has the right to record his reply on the scoresheet,
seal his scoresheet in a fresh envelope, stop his clock and start the
absent player’s clock instead of making his reply in the normal manner; if
so, the envelope shall be handed to the arbiter for safekeeping and opened
on the absent player’s arrival.
|
I.10
|
Any
player who arrives at the chessboard after the default time shall lose the
game unless the arbiter decides otherwise. However, if the sealed move
resulted in the conclusion of the game, that conclusion shall still apply.
|
I.11
|
If the regulations of an event specify
that the default time is not zero, the following shall apply: If neither
player is present initially, the player who has to reply to the sealed move
shall lose all the time that elapses until he arrives, unless the
regulations of an eventspecify or the arbiter decides otherwise.
|
I.12.1
|
If the envelope containing the sealed
move is missing, the game shall continue from the adjourned position, with
the clock times recorded at the time of adjournment. If the time used by
each player cannot be re-established, the arbiter shall set the clocks. The
player who sealed the move shall make the move he states he sealed on the
chessboard.
|
I.12.2
|
If it is impossible to re-establish
the position, the game shall be annulled and a new game shall be played.
|
I.13
|
If, upon resumption of the game, either
player points out before making his first move that the time used has been
incorrectly indicated on either clock, the error must be corrected. If the
error is not then established the game shall continue without correction
unless the arbiter decides otherwise.
|
I.14
|
The duration of each resumption
session shall be controlled by the arbiter’s timepiece. The starting time
shall be announced in advance.
|
|
Guidelines II. Chess960 Rules
|
II.1
|
Before a Chess960 game a starting
position is randomly set up, subject to certain rules. After this, the game
is played in the same way as regular chess. In particular, pieces and pawns
have their normal moves, and each player's objective is to checkmate the
opponent's king.
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II.2
|
Starting-position requirements
The starting position for Chess960
must meet certain rules. White pawns are placed on the second rank as in
regular chess. All remaining white pieces are placed randomly on the first
rank, but with the following restrictions:
|
II.2.1
|
the king is placed somewhere between
the two rooks, and
|
II.2.2
|
the bishops are placed on
opposite-coloured squares, and
|
II.2.3
|
the black pieces are placed opposite
the white pieces.
|
|
The starting position can be generated
before the game either by a computer program or using dice, coin, cards,
etc.
|
II.3
|
Chess960 castling rules
|
II.3.1
|
Chess960 allows each player to castle
once per game, a move by potentially both the king and rook in a single
move. However, a few interpretations of regular chess rules are needed for
castling, because the regular rules presume initial locations of the rook
and king that are often not applicable in Chess960.
|
II.3.2
|
How to castle. In Chess960, depending
on the pre-castling position of the castling king and rook, the castling
manoeuvre is performed by one of these four methods:
|
II.3.2.1
|
double-move castling: by making a move
with the king and a move with the rook, or
|
II.3.2.2
|
transposition castling: by transposing
the position of the king and the rook, or
|
II.3.2.3
|
king-move-only castling: by making
only a move with the king, or
|
II.3.2.4
|
rook-move-only castling: by making
only a move with the rook.
|
II.3.2.5
|
Recommendations:
|
II.3.2.5.1
|
When castling on a physical board with
a human player, it is recommended that the king be moved outside the
playing surface next to his final position, the rook then be moved from its
starting position to its final position, and then the king be placed on his
final square.
|
II.3.2.5.2
|
After castling, the rook and king's
final positions should be exactly the same positions as they would be in
regular chess.
|
II.3.2.6
|
Clarification:
|
|
Thus, after c-side castling (notated
as 0-0-0 and known as queen-side castling in orthodox chess), the king is
on the c-square (c1 for white and c8 for black) and the rook is on the
d-square (d1 for white and d8 for black). After g-side castling (notated as
0-0 and known as king-side castling in orthodox chess), the king is on the
g-square (g1 for white and g8 for black) and the rook is on the f-square (f1
for white and f8 for black).
|
II.3.2.7
|
Notes
|
II.3.2.7.1
|
To avoid any misunderstanding, it may
be useful to state "I am about to castle" before castling.
|
II.3.2.7.2
|
In some starting positions, the king
or rook (but not both) does not move during castling.
|
II.3.2.7.3
|
In some starting positions, castling
can take place as early as the first move.
|
II.3.2.7.4
|
All the squares between the king's
initial and final squares (including the final square) and all the squares
between the rook's initial and final squares (including the final square)
must be vacant except for the king and castling rook.
|
II.3.2.7.5
|
In some starting positions, some
squares can stay filled during castling that would have to be vacant in
regular chess. For example, after c-side castling 0-0-0, it is possible to
have a, b, and/or e still filled, and after g-side castling (0-0), it is
possible to have e and/or h filled.
|
|
Guidelines III. Games without
increment including Quickplay Finishes
|
III.1
|
A ‘quickplay finish’ is the phase of a
game when all the remaining moves must be completed in a finite time.
|
III.2.1
|
The Guidelines below concerning the
final period of the game including Quickplay Finishes, shall only be used
at an event if their use has been announced beforehand.
|
III.2.2
|
These Guidelines shall apply only to
standard chess and rapid chess games without increment and not to blitz
games.
|
III.3.1
|
If both flags have fallen and it is
impossible to establish which flag fell first then:
|
III.3.1.1
|
the game shall continue if this occurs
in any period of the game except the last period.
|
III.3.1.2
|
the game is drawn if this occurs in
the period of a game in which all remaining moves must be completed.
|
III.4
|
If
the player having the move has less than two minutes left on his clock, he
may request that an increment extra five seconds be introduced for both
players. This constitutes the offer of a draw. If the offer refused, and
the arbiter agrees to the request, the clocks shall then be set with the extra
time; the opponent shall be awarded two extra minutes and the game shall
continue.
|
III.5
|
If Article III.4 does not apply and
the player having the move has less than two minutes left on his clock, he
may claim a draw before his flag falls. He shall summon the arbiter and may
stop the chessclock (see Article 6.12.2). He may claim on the basis that
his opponent cannot win by normal means, and/or that his opponent has been
making no effort to win by normal means:
|
III.5.1
|
If the arbiter agrees that the opponent
cannot win by normal means, or that the opponent has been making no effort
to win the game by normal means, he shall declare the game drawn. Otherwise
he shall postpone his decision or reject the claim.
|
III.5.2
|
If the arbiter postpones his decision,
the opponent may be awarded two extra minutes and the game shall continue,
if possible, in the presence of an arbiter. The arbiter shall declare the
final result later in the game or as soon as possible after the flag of
either player has fallen. He shall declare the game drawn if he agrees that
the opponent of the player whose flag has fallen cannot win by normal
means, or that he was not making sufficient attempts to win by normal
means.
|
III.5.3
|
If the arbiter has rejected the claim,
the opponent shall be awarded two extra minutes.
|
III.6
|
The following shall apply when the
competition is not supervised by an arbiter:
|
III.6.1
|
A player may claim a draw when he has
less than two minutes left on his clock and before his flag falls. This
concludes the game. He may claim on the basis:
|
III.6.1.1
|
that his opponent cannot win by normal
means, and/or
|
III.6.1.2
|
that his opponent has been making no
effort to win by normal means.
|
|
In III.6.1.1 the player must write
down the final position and his opponent must verify it.
|
|
In III.6.1.2 the player must write
down the final position and submit an up-to-date scoresheet. The opponent
shall verify both the scoresheet and the final position.
|
III.6.2
|
The claim shall be referred to the
designated arbiter.
|
|
Glossary of terms in the Laws
of Chess
|
The number after the term refers to
the first time it appears in the Laws.
adjourn: 8.1. Instead
of playing the game in one session it is temporarily halted and then
continued at a later time.
algebraic notation: 8.1. Recording
the moves using a-h and 1-8 on the 8x8 board.
analyse: 11.3. Where
one or more players make moves on a board to try to determine what is the
best continuation.
appeal: 11.10.
Normally a player has the right to appeal against a decision of the arbiter
or organiser.
arbiter: Preface. The
person(s) responsible for ensuring that the rules of a competition are
followed.
arbiter’s discretion: There are
approximately 39 instances in the Laws where the arbiter must use his
judgement.
assistant: 8.1. A person
who may help the smooth running of the competition in various ways.
attack: 3.1.A piece is
said to attack an opponent’s piece if the player’s piece can make a capture
on that square.
black: 2.1. 1.
There are 16 dark-coloured pieces and 32 squares called black. Or 2.
When capitalised, this also refers to the player of the black pieces.
blitz: B. A game
where each player’s thinking time is 10 minutes or less.
board: 2.4.Short for
chessboard.
Bronstein mode: 6.3.2 See
delay mode.
capture: 3.1. Where a
piece is moved from its square to a square occupied by an opponent’s piece,
the latter is removed from the board. See also 3.7.4.1 i 3.4.7.2.In
notation x.
castling: 3.8.2 A move
of the king towards a rook. See the article. In notation 0-0 kingside
castling, 0-0-0 queenside castling.
cellphone: See mobile
phone.
check: 3.9. Where a
king is attacked by one or more of the opponent’s pieces. In notation +.
checkmate: 1.2. Where the
king is attacked and cannot parry the threat. In notation ++ or #.
chessboard: 1.1. The 8x8
grid as in 2.1.
chessclock: 6.1. A clock
with two time displays connected to each other.
chess set: The 32 pieces
on the chessboard.
Chess960: A variant of
chess where the back-row pieces are set up in one of the 960
distinguishable possible positions
claim: 6.8. The
player may make a claim to the arbiter under various circumstances.
clock: 6.1. One of the
two time displays.
completed move: 6.2.1 Where a
player has made his move and then pressed his clock.
contiguous area: 12.8. An area
touching but not actually part of the playing venue. For example, the area
set aside for spectators.
cumulative (Fischer) mode: Where a player
receives an extra amount of time (often 30 seconds) prior to each move.
dead position: 5.2.2 Where
neither player can mate the opponent’s king with any series of legal moves.
default time: 6.7. The
specified time a player may be late without being forfeited.
delay (Bronstein) mode: 6.3.2Both
players receive an allotted ‘main thinking time’. Each player also receives
a ‘fixed extra time’ with every move. The countdown of the main thinking
time only commences after the fixed extra time has expired. Provided the
player presses his clock before the expiration of the fixed extra time, the
main thinking time does not change, irrespective of the proportion of the
fixed extra time used.
demonstration board: 6.13. A
display of the position on the board where the pieces are moved by hand.
diagonal: 2.4.A
straightline of squares of the same colour, running from one edge of the
board to an adjacent edge.
disability: 6.2.6 A
condition, such as a physical or mental handicap, that results in partial
or complete loss of a person's ability to perform certain chess activities.
displaced: 7.4.1 to put
or take pieces from their usual place. For example, a pawn from a2 to a4.5;
a rook partway between d1 and e1; a piece lying on its side; a piece
knocked onto the floor.
draw: 5.2. Where the
game is concluded with neither side winning.
draw offer: 9.1.2 Where a
player may offer a draw to the opponent. This is indicated on the
scoresheet with the symbol (=).
e-cigarette: device
containing a liquid that is vaporised and inhaled orally to simulate the
act of smoking tobacco.
en passant: 3.7.4.1See
that article for an explanation. In notation e.p.
exchange: 1. 3.7.5.3Where a
pawn is promoted.Or 2.Where a player captures a piece of the same
value as his own and this piece is recaptured. Or 3. Where one
player has lost a rook and the other has lost a bishop or knight.
explanation: 11.9. A player
is entitled to have a Law explained.
fair play: 12.2.1 Whether
justice has been done has sometimes to be considered when an arbiter finds
that the Laws are inadequate.
file: 2.4. A
vertical column of eight squares on the chessboard.
Fischer mode: See
cumulative mode.
flag: 6.1. The
device that displays when a time period has expired.
flag-fall: 6.1. Where
the allotted time of a player has expired.
forfeit: 4.8.1. To
lose the right to make a claim or move. Or 2. To lose a game because of an
infringement of the Laws.
handicap: See disability.
I adjust: See j’adoube.
illegal: 3.10.1.A position or
move that is impossible because of the Laws of Chess.
impairment: See
disability.
increment: 6.1. An amount
of time (from 2 to 60 seconds) added from the start before each move for
the player. This can be in either delay or cumulative mode.
intervene: 12.7. To
involve oneself in something that is happening in order to affect the
outcome.
j’adoube: 4.2. Giving
notice that the player wishes to adjust a piece, but does not necessarily
intend to move it.
kingside: 3.8.1.The
vertical half of the board on which the king stands at the start of the
game.
legal move: See Article
3.10a.
made: 1.1. A move is
said to have been ‘made’ when the piece has been moved to its new square,
the hand has quit the piece, and the captured piece, if any, has been removed
from the board.
mate: Abbreviation
of checkmate.
minor piece. Bishop or
knight.
mobile phone: 11.3.2.
Cellphone.
monitor: 6.13. An
electronic display of the position on the board.
move: 1.1. 1.
40 moves in 90 minutes, refers to 40 moves by each player. Or 2.
having the move refers to the player’s right to play next. Or 3.
White’s best move refers to the single move by White.
move-counter: 6.10.2. A
device on a chessclock which may be used to record the number of times the
clock has been pressed by each player.
normal means: G.5. Playing
in a positive manner to try to win; or, having a position such that there
is a realistic chance of winning the game other than just flag-fall.
organiser. 8.3. The
person responsible for the venue, dates, prize money, invitations, format
of the competition and so on.
over-the-board: Introduction.The
Lawscover only this type of chess,not internet, nor correspondence, and so
on.
penalties: 12.3. The
arbiter may apply penalties as listed in 12.9 in ascending order of
severity.
piece: 2. 1.
One of the 32 figurines on the board. Or 2. A queen, rook, bishop or
knight.
playing area: 11.2. The
place where the games of a competition are played.
playing venue: 11.2. The only
place to which the players have access during play.
points: 10. Normally a
player scores 1 point for a win, ½ point for a draw, 0 for a loss.
An alternative is 3 for a win, 1 for a draw, 0 for a loss.
press the clock: 6.2.1 The
act of pushing the button or lever on a chess clock which stops the
player’s clock and starts that of his opponent.
promotion: 3.7.5.3 Where
a pawn reaches the eighth rank and is replaced by a new queen, rook, bishop
or knight of the same colour.
queen: As inqueen a
pawn, meaning to promote a pawn to a queen.
queenside: 3.8.1. The
vertical half of the board on which the queen stands at the start of the
game.
quickplay finish: G.The last
part of a game where a player must complete an unlimited number of moves in
a finite time.
rank: 2.4. A
horizontal row of eight squares on the chessboard.
rapid chess: A. A game
where each player’s thinking time is more than 10 minutes, but less than
60.
repetition: 5.3.1. 1. A
player may claim a draw if the same position occurs three times. 2. A game
is drawn if the same position occurs five times.
resigns: 5.1.2 Where a
player gives up, rather than play on until mated.
rest rooms: 11.2.
Toilets, also the room set aside in World Championships where the players
can relax.
result: 8.7. Usually
the result is 1-0, 0-1 or ½-½. In exceptional circumstances
both players may lose (Article 11.8), or one score ½ and the other
0. For unplayed games the scores are indicated by +/- (White wins by
forfeit), -/+ (Black wins by forfeit), -/- (Both players lose by forfeit).
regulations of an event: 6.7.1 At
various points in the Laws there are options. The regulations of an event
must state which have been chosen.
sealed move: E. Where a
game is adjourned the player seals his next move in an envelope.
scoresheet: 8.1. A paper
sheet with spaces for writing the moves. This can also be electronic.
screen: 6.13. An
electronic display of the position on the board.
spectators: 11.4.
People other than arbiters or players viewing the games.This
includesplayers aftertheir games have been concluded.
standard chess: G3. A game
where each player’s thinking time is at least 60 minutes.
stalemate: 5.2.1Where the
player has no legal move and his king is not in check.
square of promotion: 3.7.5.1 The
squarea pawn lands on when it reached the eighth rank.
supervise: 12.2.5Inspect
or control.
time control: 1. The
regulation about the time the player is allotted. For example, 40 moves in
90 minutes, all the moves in 30 minutes, plus 30 seconds cumulatively from
move 1. Or2. A player is said ‘to have reached the time control’, if, for
example he has completed the 40 moves in less than 90 minutes.
time period: 8.6.A part of
the game where the players must complete a number of moves or all the moves
in a certain time.
touch move: 4.3. If a
player touches a piece with the intention of moving it, he is obliged to
move it.
vertical: 2.4. The 8th
rank is often thought as the highest area on a chessboard. Thus each file
is referred to as ‘vertical’.
white: 2.2. 1.
There are 16 light-coloured pieces and 32 squares called white. Or 2.
When capitalised, this also refers to the player of the white pieces.
zero tolerance: 6.7.1. Where
a player must arrive at the chessboard before the start of the session.
50-move rule: 5.3.2 A player
may claim a draw if the last 50 moves have been completed by each player
without the movement of any pawn and without any capture.
75-move rule: 9.6.2The
game is drawn if the last 75 moves have been completed by each player
without the movement of any pawn and without any capture.
|